PurposeThe use of game-based assessments (GBAs) is growing in selection contexts, yet test-takers have varying reactions to such assessments, which have important implications for applicant behavior. This paper reviews the literature on applicant reactions and explores classic assessment models in the context of GBAs, identifying best practice recommendations and pitfalls for enhancing the candidate experience.Design/methodology/approachA sample of 374 participants from MTurk completed cognitive GBAs and questionnaires regarding test-taker reactions (job-relatedness, perceived opportunity to perform, provision of selection information, face validity, task engagement, task motivation and willingness to refer others to the company), technology self-efficacy, and game/technology experience.FindingsFairness mediated the relationship between procedural justice rules and willingness to recommend the company to others. Technology self-efficacy was significantly related to fairness perceptions and procedural justice perceptions. Males had significantly higher procedural justice perceptions of GBAs than females.Research limitations/implicationsThe study underscores the importance of considering fairness perceptions and individual differences in reactions to GBAs. Future research should study participants within high-stakes hiring situations and examine other individual difference factors such as ethnicity.Practical implicationsGBAs are a viable assessment method for personnel selection, yet organizations must recognize that individuals are more likely to respond positively to GBAs if they perceive such assessments as fair and job-related, and perceive themselves as capable of performing well on the assessment.Originality/valueThis study tests a classic model of procedural fairness in a novel and timely assessment context.
Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.
Background
Caregivers often use the internet to access information related to stroke care to improve preparedness, thereby reducing uncertainty and enhancing the quality of care.
Method
Social media communities used by caregivers of people affected by stroke were identified using popular keywords searched for using Google. Communities were filtered based on their ability to provide support to caregivers. Data from the included communities were extracted and analysed to determine the content and level of interaction.
Results
There was a significant rise in the use of social media by caregivers of people affected by stroke. The most popular social media communities were charitable and governmental organizations with the highest user interaction–this was for topics related to stroke prevention, signs and symptoms, and caregiver self-care delivered through video-based resources.
Conclusion
Findings show the ability of social media to support stroke caregiver needs and practices that should be considered to increase their interaction and support.
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